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Thymus pseudohirsutus

Thymus pseudohirsutus

A native-only creeping thyme with a poison nip and one lethal-hit save, but very low damage β€” largely a collectible.

XP 100%SUN 120HP 165ThymuspseudohirsutusPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 44β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€21speed 0.64Basal RosetteactiveContractile RootsactiveCrown Divisionβš” 40β˜€ 2🌻Thymus pseudohirsutusThymus pseudohirsutusLVL 100

Overview

Thymus pseudohirsutus is a low, creeping Perennial herb that fights as a fragile poisoner with very little punch. It is native to Europe and has no invasive form, so the arena only ever fields it as a native buffer β€” there is no attacker version. Honestly, its damage is among the weakest here, so it is mostly a collectible or a bench filler rather than a card you build a team around.

Moves

Its starter attack, Crown Split, unlocks at level 1 for 2 Sun and lands about 36 damage, leaving the target poisoned so it keeps losing health. The free once-per-battle ability, Seral Persistence, arrives at level 25: Refuses to be replaced: heal 60%, and the foe can't heal. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun (34 damage) and mends the plant as it strikes. Most of your thyme sit below level 40, where only the starter is available. See Moves and statuses.

Abilities

It keeps one always-on trait: resprout. Drawing only one eligible trait, resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β€” but it triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.

Features

It carries no special trait keywords β€” its poison comes from its starter attack, not a contact trait β€” and it is non-toxic to the touch, so hitting it causes no recoil. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear helps a little, but nothing turns its weak offense into a threat.

Stats

At level 40 it reads 103 HP and 15 ATK β€” a very low attack that is its defining limitation. DEF is just 1, at the floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is even: turn 1 runs on its initiative (39) and every turn after on its SPD (39), which match, so it is quick but not decisively so. Retreat costs 11 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active plant. Link Stats.

At Level 100

Matured to level 100, it swells to 190 HP and 25 ATK, but its DEF only reaches 2 β€” as a soft herb it gains health and essentially no armor, so it stays fragile and its damage remains modest. Retreat rises to 21 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last. Maturing buys HP and a little poison staying power, never real hitting power.

Weaknesses & Resistances

As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them, but it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Thymus pseudohirsutus as a cheap poison-chipper or bench filler while you level it, but do not expect it to carry fights β€” its damage is too low to threaten anything sturdy. As a native it offers a small HP cushion and bench overshield, which is really its most useful contribution. It is inedible, so any nutrient banks Γ—1.25 XP rather than coins, making it a fine target for spare experience. It plays as a fast, even-tempo skirmisher and leans on HP as it levels, crossing over around level 29 β€” always stronger at higher levels, so there is no reason to hold it back.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 29

CrossoverLv 29
HP
87
ATK
14
DEF
1
SPD
45.86
INI
45.51
Retreat
βˆ’10
Tempo91.37
Power92
Fully grownLv 100
HP
190
ATK
25
DEF
2
SPD
0.64
INI
0.63
Retreat
βˆ’21
Tempo1.27
Power196

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
14
DEF
1
SPD
42.68
INI
42.35
Retreat
βˆ’10
Tempo85.03
Power87
Fully grownLv 100
HP
165
ATK
25
DEF
2
SPD
0.64
INI
0.63
Retreat
βˆ’21
Tempo1.27
Power171

Sources

  1. https://www.inaturalist.org/taxa/search?q=Thymus%20pseudohirsutus
  2. https://en.wikipedia.org/wiki/Thymus_pseudohirsutus
  3. https://powo.science.kew.org/results?q=Thymus%20pseudohirsutus